Probably not a new one, but has anyone played a choose-your-own-adventure style of D&D game? As in restricting the choice of actions of the players to four or five? Depending on a number of things, I think it might be interesting. It wouldn't necessarily be too confining, as the number of actions a player can take already is fairly small, I just think it would inject the game with a different feel. And I realize that D&D already is a sort of choose-your-own-adventure game (a very elaborate one albeit), but putting emphasis on it would, I think, yield interesting results. Eh? Eh?

Hmmmm...well, to be honest, I wouldn't likely play in a game like this. Or, more succinctly, I can play a game like this on my PC whenever I want to. I tend to look for another type of experience when I table-top.

I have no interest in this. This is essentially what Computer RPGs are, right?

I play tabletop games because of the essentially unlimited number of choices I have as a player. Even if you think that there are only four or five obvious choices in a given situation, players often invent creative, totally surprising alternatives. That's the fun and excitement of tabletop.

It might be interesting, but can you just imagine the amount of work it would put on the DM? I mean, you've gotta come up with the choices, and then distint events that happen based on those choices, and then more choices as a result... multiplied by 5 billion, unless you are playing a short game!

Agreed. No offense, but I can easily say right now that if that sort of game were played with myself or anyone else I know there would come a point where the choices are laid out before the players and the players will balk because they want a different option that isn't presented to them.

Not interested myself. But if you are, TSR experimented with choose your own adventure books, and some solitare modules with red lenses, you might be able to scrounge some up in the backrooms of old hobby stores.

I didn't say that players only have 4 or 5 choices, the choices are, to an extent, unlimited. Anyways, I probably wouldn't try it as I do have a fighter who I can count on to take the strangest routes possible, and it would probably make the game a little less interesting (unless the dungeon master was a master of words and contriving unpredictable turns). Limiting the choices would also destroy some of the openness that makes paper-n-penils so enveloping I suppose, makes them seem less futile. Oh well, it was just a novel idea I thought of while procrastinating, didn't really think out all the holes.

I liked those choose your own adventure books actually. I checked a few out in my elementary days. My mom was afraid for my eternal soul for some reason (staunch catholics), but I liked them. I'm sure if I read them now I'd think they were total crud, but I'd rather not ruin it, kind of like movies I liked as a kid but watch now and ruin. Eh.

Basically that system only ever works when you're dealing with new players who are still struggling with the rules. By confining their options it may save being overwhelmed by too much at any given time. Also, that system will also work when gaming for large groups (in excess of 8 ppl), that way you can avoid 2 hour debates about what they should be doing. *cringes from evil memories*